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Big_Daddy

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Posts posted by Big_Daddy


  1. nul = [] spawn {
     sleep 5;
     "USMC_Soldier_Pilot" createunit [[(getpos chopperName select 0) + 10,(getpos chopperName select 1) + 10,0],(createGroup WEST),"jon = this"];
     jon setdamage 0.6;
    // first aid..
    FAcenter = createCenter sideLogic;
    FAgroup = createGroup FAcenter;
    //for healing
    faais = FAgroup createUnit ["AlternativeInjurySimulation", [0, 0, 0], [], 0, ""];
    faais synchronizeObjectsAdd [jon, leader player];
    //for dragging
    fabc = FAgroup createUnit ["BattleFieldClearance", [0, 0, 0], [], 0, ""];
    fabc synchronizeObjectsAdd [jon, leader player];
    
    };

    Info from Here


  2. That script is to place the already defined Composition's. If your wanting to create your own, you can do it via script. Take a look at the Manhattan mission. They create that base from scratch.

    Also, you can depbo the modules.pbo and look in DynO\data\scripts\compositions.. Look how they create them. Then run the edited script that Armaholic provides to look at your newly created Compositions.


  3. Here's what I'm trying to do...

    I have a script that switch/cases the persons' name. Then runs a rearm script on the person. Now, that's not so tricky... right? I'm running the script outside the .pbo.. from the root of the server.

    [] execvm "\rearm.sqf";

    Now, it's working great, if the .sqf is in the game root of my local machine. (or the other guys).. But, I don't want to have to send them updated scripts everytime. So I want to run it from the dedicated server. Which will be my machine while testing and the leased dedicated server.

    if (isserver) then {execvm "\rearm.sqf"};

    That way, it runs from the dedi server, and not try to run locally. hence my guys will not need updated scripts locally.

    Now the script I had before just called player and if player wasn't local it exited. but now player won't be local. so I need the name of the unit.

    Now I know the easiest way would be to lock down units. Big Daddy uses unit BigD.. or something like that. But we have medic's, engineers, etc..

    Here's what I have for running it local. I've started to update it with the mp framework so it works from the server. but don't know how to finish it..

    Edit:

    Seems to be working after doing some testing.. Just need to put it on the dedicated server..

    if (isnil "RE") then {[] execVM "\ca\Modules\MP\data\scripts\MPframework.sqf"};
    private "_name";
    {if (Name _x == "Big Daddy") exitwith {_name = VehicleVarName _x;}} foreach AllUnits;
    
    _name = call compile _name;
    _playername = toLower (name _name);
    
    switch(_playername)do 
    { 
    case "big daddy":
    {
    	_nic = [_name, nil, rremoveAllWeapons, ""] call RE;
    	{_nic = [_name, _name, "loc" + "per",raddmagazine, "100Rnd_556x45_BetaCMag"] call RE;} forEach [1,2,3];
    	_nic = [_name, _name, "loc" + "per",raddWeapon, "m8_sharpshooter"] call RE;
    	{_nic = [_name, _name, "loc" + "per",raddmagazine, "10Rnd_127x99_m107"] call RE;} forEach [1,2,3,4,5,6,7,8];
    	_nic = [_name, _name, "loc" + "per",raddWeapon, "m107"] call RE;
    	{_nic = [_name, _name, "loc" + "per",raddmagazine, "SMAW_HEAA"] call RE;} forEach [1,2,3,4];
    	_nic = [_name, _name, "loc" + "per",raddWeapon, "SMAW"] call RE;
    	{_nic = [_name, _name, "loc" + "per",raddmagazine, "pipebomb"] call RE;} forEach [1,2];
    	_nic = [_name, _name, "loc" + "per",raddweapons, "binocular"] call RE;
    	_nic = [_name, _name, "loc" + "per",raddweapons, "NVGoggles"] call RE;
    };
    case "saint blitz":
    {
    	_nic = [_name, nil, rremoveAllWeapons, ""] call RE;
    	{_nic = [_name, _name, "loc" + "per",raddmagazine, "100Rnd_556x45_BetaCMag"] call RE;} forEach [1,2,3];
    	_nic = [_name, _name, "loc" + "per",raddWeapon, "m8_sharpshooter"] call RE;
    	{_nic = [_name, _name, "loc" + "per",raddmagazine, "10Rnd_127x99_m107"] call RE;} forEach [1,2,3,4,5,6,7,8];
    	_nic = [_name, _name, "loc" + "per",raddWeapon, "m107"] call RE;
    	{_nic = [_name, _name, "loc" + "per",raddmagazine, "SMAW_HEAA"] call RE;} forEach [1,2,3,4];
    	_nic = [_name, _name, "loc" + "per",raddWeapon, "SMAW"] call RE;
    	{_nic = [_name, _name, "loc" + "per",raddmagazine, "pipebomb"] call RE;} forEach [1,2];
    	_nic = [_name, _name, "loc" + "per",raddweapons, "binocular"] call RE;
    	_nic = [_name, _name, "loc" + "per",raddweapons, "NVGoggles"] call RE;
    };
    default
    {
    	_nic = [_name, nil, rremoveAllWeapons, ""] call RE;
    	{_nic = [_name, _name, "loc" + "per",raddmagazine, "100Rnd_556x45_BetaCMag"] call RE;} forEach [1,2,3];
    	_nic = [_name, _name, "loc" + "per",raddWeapon, "m8_sharpshooter"] call RE;
    	{_nic = [_name, _name, "loc" + "per",raddmagazine, "10Rnd_127x99_m107"] call RE;} forEach [1,2,3,4,5,6,7,8];
    	_nic = [_name, _name, "loc" + "per",raddWeapon, "m107"] call RE;
    	{_nic = [_name, _name, "loc" + "per",raddmagazine, "SMAW_HEAA"] call RE;} forEach [1,2,3,4];
    	_nic = [_name, _name, "loc" + "per",raddWeapon, "SMAW"] call RE;
    	{_nic = [_name, _name, "loc" + "per",raddmagazine, "pipebomb"] call RE;} forEach [1,2];
    	_nic = [_name, _name, "loc" + "per",raddweapons, "binocular"] call RE;
    	_nic = [_name, _name, "loc" + "per",raddweapons, "NVGoggles"] call RE;
    };
    };
    


  4. what' Chef is saying is edit (using a text editor) the mission.sqm file, and manually changing the side of a unit. once edited if you pbo the mission and run it, it will run that way.

    BUT...

    if (after manually changing sides of a unit) you open the mission.sqm file (in the arma editor) one of 2 things will happen. the game will crash big time, or the units will just transition back to their original sides.


  5. What i put are examples.

    this addEventHandler ["fired", "hint format['fired - %1',_this select 3]"]

    would need to be modified to run the script that you write, and would go into the init of the unit your working with.

    _muzzle = _this select 3;

    if (_muzzle == "PipeBombMuzzle") then {pipelayed = true};

    Would be in the script that you call from the addevenhandler.


  6. Cobra, this is the 3rd time you've asked. I know nobody is giving you the answers, because it's not the easiest thing to do.

    The only way I can see it happening is if you:

    add a fired event handler to the player to run a script

    this addEventHandler ["fired", "hint format['fired - %1',_this select 3]"]

    this one does a hint telling you what muzzle fired. for a pipe bomb it's PipeBombMuzzle, it happens when you place the pipe bomb.

    in that script check to see if the muzzle used is "PipeBombMuzzle"

    ie:

    _muzzle = _this select 3;

    if (_muzzle == "PipeBombMuzzle") then {pipelayed = true};

    Then in your conditions of your trigger this && pipelayed && player in thislist

    Guys, help me out if I'm missing something.

    resources:

    addevenhandler

    fired


  7. Ok, here is a question I'm throwing out to the group...

    I'm trying to get a unit name (name from the editor)

    I'm assuming it will include:

    String = vehicleVarName objectName

    I just don't know how to make the syntax.

    _name = vehicleVarName (name player == "Big Daddy");

    Something like that..

    Thanks

    Edit:

    I'm trying to run this from the server. Keeping it off local boxes.

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